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  • Jquery Calling lightbox from updated div not working

    - by Roberto
    Hi! I'm working in a website were we update the content of a div using Jquery. Inside the content we use to update the div there are some buttons with jquery actions attached. The first time the document is loaded lightbox is OK, but after the div content is updated the jquery lightbox doesnt works. Any comments welcome ;)

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); //mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; ModelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * ModelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &ModelObject.pIndicesBuffer); if(FAILED(hr)) return false;*/ ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • jQuery Validation Custom Message Before Listing Errors

    - by Michael
    I am looking to add a custom message before listing my errors for a login page: "Oops, you forgot to enter the following:" + "Username", "Password" (if both not entered) or "Oops, you forgot to enter the following:" + "Username" (if just username not entered) $(document).ready(function(){ $("#loginForm").validate({ errorLabelContainer: $('#RegisterErrors'), messages: { username: "Username", password: "Password" } }); }); With this in my HTML <div id="RegisterErrors">

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  • Flip <canvas> (rotate 180deg) after being published on page.

    - by smallmeans
    I'm trying to rotate a canvas element AFTER it's been appended to the DOM. Canvas is 600x50 and this is the code at hand: var canvas = document.getElementsByTagName('canvas')[2]; var ctx = canvas.getContext('2d'); ctx.translate(300, 25); // rotate @ center ctx.rotate(angle * Math.PI/180); which isn't accomplishing the task. Am I missing something? Thanks

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  • Getting rewrite to work with SSL in a MVC Zend Framework app

    - by cappuccino
    I am following the Zend Framework quickstart document and got stuck on the .htaccess rewrite rules. I am using this: RewriteEngine On RewriteCond %{REQUEST_FILENAME} -s [OR] RewriteCond %{REQUEST_FILENAME} -l [OR] RewriteCond %{REQUEST_FILENAME} -d RewriteRule ^.*$ - [NC,L] RewriteRule ^.*$ index.php [NC,L] This works find when I access through HTTP, however, nothing is served when accessing through HTTPS. I am using a single directory for HTTP and HTTPS content. I would not want to force HTTPS either. How can I fix this?

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  • JavaScript regular expression literal persists between function calls

    - by Charles Anderson
    I have this piece of code: function func1(text) { var pattern = /([\s\S]*?)(\<\?(?:attrib |if |else-if |else|end-if|search |for |end-for)[\s\S]*?\?\>)/g; var result; while (result = pattern.exec(text)) { if (some condition) { throw new Error('failed'); } ... } } This works, unless the throw statement is executed. In that case, the next time I call the function, the exec() call starts where it left off, even though I am supplying it with a new value of 'text'. I can fix it by writing var pattern = new RegExp('.....'); instead, but I don't understand why the first version is failing. How is the regular expression persisting between function calls? (This is happening in the latest versions of Firefox and Chrome.) Edit Complete test case: <!DOCTYPE HTML> <html> <head> <meta http-equiv="Content-type" content="text/html;charset=UTF-8"> <title>Test Page</title> <style type='text/css'> body { font-family: sans-serif; } #log p { margin: 0; padding: 0; } </style> <script type='text/javascript'> function func1(text, count) { var pattern = /(one|two|three|four|five|six|seven|eight)/g; log("func1"); var result; while (result = pattern.exec(text)) { log("result[0] = " + result[0] + ", pattern.index = " + pattern.index); if (--count <= 0) { throw "Error"; } } } function go() { try { func1("one two three four five six seven eight", 3); } catch (e) { } try { func1("one two three four five six seven eight", 2); } catch (e) { } try { func1("one two three four five six seven eight", 99); } catch (e) { } try { func1("one two three four five six seven eight", 2); } catch (e) { } } function log(msg) { var log = document.getElementById('log'); var p = document.createElement('p'); p.innerHTML = msg; log.appendChild(p); } </script> </head> <body><div> <input type='button' id='btnGo' value='Go' onclick='go();'> <hr> <div id='log'></div> </div></body> </html> The regular expression continues with 'four' as of the second call on FF and Chrome, not on IE7 or Opera.

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  • Export data to word from php with the headers on all the pages

    - by udaya
    Hi I am exporting data from php page to word document I received the result in word format but when the data's are in excess number then the header are not available for the consecutive page ex my first page has title Country Name Country uday India akila India my second page has no title such as name and title kiran pakisthan vikie america how to get the titles on the consecutive pagess

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  • Calling a function when a scrollbar appears in an IFrame

    - by chris
    I got an IFrame, in the onload event i set the height of the frame: function resizeFrame() { $("#iframeID").height($("#iframeID").contents().find("body").outerHeight(true)); } Problem is: When the content of the frame is increasing without a postback (javascript or Async Postback with Ajax), a scrollbar appears. I found a solution for Firefox: document.getElementById("iframeID").contentWindow.addEventListener("overflow", resizeFrame, false); But i can't find a solution for IE 7+8 Anyone got an idea?

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  • PHP Getting XPath of a DOMNode

    - by user256007
    I am creating an XML document on the fly. and I need to know the XPath of the Node I've just created. I don't see any such function like DOMNode::calculateXPath(void):string and I am not willing to write one by my own. is there any known lite 3rd party Solution ??

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  • jQuery update Google Map

    - by Beardy
    I am trying to update a google map v3 with jQuery and at the moment it loads the map but when .preview is clicked the map scaled to the width and height and then goes grey. $('.preview').click(function(){ var width = $('#width').val(); var height = $('#height').val(); $('#map').css({ 'width':width, 'height':height }); var mapElement = document.getElementById('map'); var updateOptions = { zoom: 6 } var map = new google.maps.Map(mapElement, updateOptions); });

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  • php count rss entries since a specific date/time

    - by Steven
    can anyone tell me why this code don't work: $q = $_GET['q']; // Load and parse the XML document $rss = simplexml_load_file("http://search.twitter.com/search.atom?lang=en&q=$q&rpp=100&page=1"); $Count1 = 0; while(strtotime($rss->entry->published)>1270833600){ foreach ($rss->entry as $item) { $Count1++; } } print "Total Record: ".$Count1;

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  • javascript call a privileged method

    - by quan
    If I call the killSwitch() outside the onkeypress, I'll cause an error. But inside the onkeypress function, I worked just fine. Why? // this works fine var ClassA = function() { var doc = document; // killSwitch(); doc.onkeypress = function(e){ killSwitch(); } this.killSwitch = function(){ alert('hello world'); } } var myClass = new ClassA();

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  • .NET: How to ignore comments when reading a XML file into a XmlDocument?

    - by tunnuz
    Hello, I am trying to read a XML document with C#, I am doing it this way: XmlDocument myData = new XmlDocument(); myData.Load("datafile.xml"); anyway, I sometimes get comments when reading XmlNode.ChildNodes. Is there a way to avoid that? I know that you can avoid reading comments if you use XmlReader, but then, how to get the XmlDocument out of a XmlReader? Thank you Tommaso

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  • Javascript Cookie

    - by Ajith
    How can i create a cookie by using javascript just for end of the browser session(ie,upto closing of current browser).My script is like follows; function setCookie(c_name,c_value,c_expiredays) { var exdate=new Date(); exdate.setDate(exdate.getDate()+c_expiredays); document.cookie=c_name+ "=" +escape(c_value)+ ((c_expiredays==null) ? "" : ";expires="+exdate.toGMTString()); } setCookie('gs_cookie','firstme',1600000);` How much value i need to pass instead of 1600000. Please help....

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  • Sequential numbering from recursive function? e.g. 2, 2.1, 2.1.1, 2.2, 2.2.1

    - by Pete
    I have a recursive function reading a "table of contents" of documents from a database. I would like to print numbering with the document that reflects where the item is in the tree, e.g. First item, 1.1 Child of first item, 1.1.1 Child of child of first item, 1.2 Child of first item, Second item, 2.1 Child of second item, etc. Rather stumped about this at the moment - help please?

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  • sIFR: page refresh causes background images problems in IE8

    - by Basten
    I'm using sIFR 3 r436. When a page is reloaded, and often also on load, in IE8 the background image does'nt appear completely. When clicking on an intern link the background is displayed correctly. Google Chrome has also minor problems in displaying. This is the test document: http://testserver.simplexontwerp.nl/sifr/ I have been testing a lot of different options, also older versions of sIFR, but nothing helps. It would be great if someone could help me!

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  • iPad web app: Prevent input focus AFTER ajax call

    - by Mike Barwick
    So I've read around and can't for the life of me figure out of to solve my issue effectively. In short, I have a web app built for the iPad - which works as it should. However, I have an Ajax form which also submits as it should. But, after the callback and I clear/reset my form, the "iPad" automatically focuses on an input and opens the keyboard again. This is far from ideal. I managed to hack my way around it, but it's still not perfect. The code below is run on my ajax callback, which works - except there's still a flash of the keyboard quickly opening and closing. Note, my code won't work unless I use setTimeout. Also, from my understanding, document.activeElement.blur(); only works when there's a click event, so I triggered one via js. IN OTHER WORDS, HOW DO I PREVENT THE KEYBOARD FROM REOPENING AFTER AJAX CALL ON WEB APP? PS: Ajax call works fine and doesn't open the keyboard in Safari on the iPad, just web app mode. Here's my code: hideKeyboard: function () { // iOS web app only, iPad IS_IPAD = navigator.userAgent.match(/iPad/i) != null; if (IS_IPAD) { $(window).one('click', function () { document.activeElement.blur(); }); setTimeout(function () { $(window).trigger('click'); }, 500); } } Maybe it's related to how I'm clearing my forms, so here's that code. Note, all inputs have tabindex="-1" as well. clearForm: function () { // text, textarea, etc $('#campaign-form-wrap > form')[0].reset(); // checkboxes $('input[type="checkbox"]').removeAttr('checked'); $('#campaign-form-wrap > form span.custom.checkbox').removeClass('checked'); // radio inputs $('input[type="radio"]').removeAttr('checked'); $('#campaign-form-wrap > form span.custom.radio').removeClass('checked'); // selects $('form.custom .user-generated-field select').each(function () { var selection = $(this).find('option:first').text(), labelFor = $(this).attr('name'), label = $('[for="' + labelFor + '"]'); label.find('.selection-choice').html(selection); }); optin.hideKeyboard(); }

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  • How to handle very frequent updates to a Lucene index

    - by fsm
    I am trying to prototype an indexing/search application which uses very volatile indexing data sources (forums, social networks etc), here are some of the performance requirements, Very fast turn-around time (by this I mean that any new data (such as a new message on a forum) should be available in the search results very soon (less than a minute)) I need to discard old documents on a fairly regular basis to ensure that the search results are not dated. Last but not least, the search application needs to be responsive. (latency on the order of 100 milliseconds, and should support at least 10 qps) All of the requirements I have currently can be met w/o using Lucene (and that would let me satisfy all 1,2 and 3), but I am anticipating other requirements in the future (like search relevance etc) which Lucene makes easier to implement. However, since Lucene is designed for use cases far more complex than the one I'm currently working on, I'm having a hard time satisfying my performance requirements. Here are some questions, a. I read that the optimize() method in the IndexWriter class is expensive, and should not be used by applications that do frequent updates, what are the alternatives? b. In order to do incremental updates, I need to keep committing new data, and also keep refreshing the index reader to make sure it has the new data available. These are going to affect 1 and 3 above. Should I try duplicate indices? What are some common approaches to solving this problem? c. I know that Lucene provides a delete method, which lets you delete all documents that match a certain query, in my case, I need to delete all documents which are older than a certain age, now one option is to add a date field to every document and use that to delete documents later. Is it possible to do range queries on document ids (I can create my own id field since I think that the one created by lucene keeps changing) to delete documents? Is it any faster than comparing dates represented as strings? I know these are very open questions, so I am not looking for a detailed answer, I will try to treat all of your answers as suggestions and use them to inform my design. Thanks! Please let me know if you need any other information.

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  • Does this incorporate JavaScript closures?

    - by alex
    In trying to learn JavaScript closures, I've confused myself a bit. From what I've gathered over the web, a closure is... Declaring a function within another function, and that inner function has access to its parent function's variables, even after that parent function has returned. Here is a small sample of script from a recent project. It allows text in a div to be scrolled up and down by buttons. var pageScroll = (function() { var $page, $next, $prev, canScroll = true, textHeight, scrollHeight; var init = function() { $page = $('#secondary-page'); // reset text $page.scrollTop(0); textHeight = $page.outerHeight(); scrollHeight = $page.attr('scrollHeight'); if (textHeight === scrollHeight) { // not enough text to scroll return false; }; $page.after('<div id="page-controls"><button id="page-prev">prev</button><button id="page-next">next</button></div>'); $next = $('#page-next'); $prev = $('#page-prev'); $prev.hide(); $next.click(scrollDown); $prev.click(scrollUp); }; var scrollDown = function() { if ( ! canScroll) return; canScroll = false; var scrollTop = $page.scrollTop(); $prev.fadeIn(500); if (scrollTop == textHeight) { // can we scroll any lower? $next.fadeOut(500); } $page.animate({ scrollTop: '+=' + textHeight + 'px'}, 500, function() { canScroll = true; }); }; var scrollUp = function() { $next.fadeIn(500); $prev.fadeOut(500); $page.animate({ scrollTop: 0}, 500); }; $(document).ready(init); }()); Does this example use closures? I know it has functions within functions, but is there a case where the outer variables being preserved is being used? Am I using them without knowing it? Thanks Update Would this make a closure if I placed this beneath the $(document).ready(init); statement? return { scrollDown: scrollDown }; Could it then be, if I wanted to make the text scroll down from anywhere else in JavaScript, I could do pageScroll.scrollDown(); I'm going to have a play around on http://www.jsbin.com and report back

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